+ | Poorly done emissive texture

This commit is contained in:
TheRedShip
2025-02-01 21:32:37 +01:00
parent 0bb7315681
commit 328737ac4b
6 changed files with 60 additions and 13 deletions

View File

@ -249,6 +249,7 @@ void ObjParser::parseMtl(std::stringstream &input_line, Scene &scene)
mat = new Material;
memset(mat, 0, sizeof(Material));
mat->texture_index = -1;
mat->emission_texture_index = -1;
mat->refraction = 1.0f;
mat->roughness = 1.0f;
mat->metallic = 1.0f;
@ -324,6 +325,16 @@ void ObjParser::parseMtl(std::stringstream &input_line, Scene &scene)
mat->texture_index = scene.getTextures().size();
scene.addTexture(getFilePath(_filename) + path);
}
else if (identifier == "map_Ke")
{
std::string path;
if (!(lineStream >> path))
throw std::runtime_error("OBJ: syntax error while getting material texture");
mat->emission_texture_index = scene.getEmissionTextures().size();
scene.addEmissionTexture(getFilePath(_filename) + path);
}
else
std::cerr << "unsupported material setting : " << identifier << std::endl;
}

View File

@ -217,6 +217,7 @@ void Scene::addMaterial(Material *material)
gpu_mat.refraction = material->refraction;
gpu_mat.type = material->type;
gpu_mat.texture_index = material->texture_index;
gpu_mat.emission_texture_index = material->emission_texture_index;
_gpu_materials.push_back(gpu_mat);
}
@ -225,6 +226,11 @@ void Scene::addTexture(std::string path)
_textures.push_back(path);
}
void Scene::addEmissionTexture(std::string path)
{
_emission_textures.push_back(path);
}
bool Scene::loadTextures()
{
for (std::string &path : _textures)
@ -301,11 +307,21 @@ std::vector<GLuint> &Scene::getTextureIDs()
return (_gpu_textures);
}
std::vector<GLuint> &Scene::getEmissionTextureIDs()
{
return (_gpu_emission_textures);
}
std::vector<std::string> &Scene::getTextures()
{
return (_textures);
}
std::vector<std::string> &Scene::getEmissionTextures()
{
return (_emission_textures);
}
GPUVolume &Scene::getVolume()
{
return (_gpu_volume);

View File

@ -67,7 +67,7 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com
const char *fragmentCode = loadFileWithIncludes(fragmentPath);
const char *computeCode = loadFileWithIncludes(computePath);
// printWithLineNumbers(computeCode);
printWithLineNumbers(computeCode);
_vertex = glCreateShader(GL_VERTEX_SHADER);
@ -208,7 +208,7 @@ void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const
glUniformMatrix4fv(glGetUniformLocation(_program_compute, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}
void Shader::set_textures(const std::vector<GLuint> textureIDs)
void Shader::set_textures(std::vector<GLuint> textureIDs)
{
for (size_t i = 0; i < textureIDs.size(); i++)
{
@ -220,6 +220,18 @@ void Shader::set_textures(const std::vector<GLuint> textureIDs)
}
}
void Shader::set_emission_textures(std::vector<GLuint> textureIDs)
{
for (size_t i = 0; i < textureIDs.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, textureIDs[i]);
std::string uniform_name = "emission_textures[" + std::to_string(i) + "]";
glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), i);
}
}
GLuint Shader::getProgram(void) const
{
return (_program);